Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready.
UV Planning → Seam Marking → Unwrap → Texel Density Check
→ Pack → Mirror/Overlap Decision → Lightmap UV (if needed) → Validation
Place seams at:
Never place seams on:
Formula: Texel Density = Texture Resolution / UV Island Size in UV space
Target consistency across visible surfaces:
| Asset Tier | Target TD (px/m) |
|---|---|
| Hero | 512–1024 px/m |
| Standard | 256–512 px/m |
| Background | 128–256 px/m |
Use same density for modular kit pieces sharing atlas.
| Method | Use When |
|---|---|
| Smart UV Project | Quick blockout UVs only |
| Follow Active Quads | Strip UVs (roads, limbs) |
| Cube Project | Boxy hard surface |
| Lightmap Pack | Lightmap channel |
| Manual seam + Unwrap | Production default |
_L / _R meshes if separateFor hero assets exceeding single 4K texture:
Second UV channel requirements:
1. Plan shared atlas resolution (2048/4096)
2. Assign UV islands per module to atlas regions
3. Trim sheet regions for repeating detail
4. Vertex color variation for module differentiation
5. Document atlas layout for texture artist
| Topic | Reference | Load When |
|---|---|---|
| Texel density calc | references/texel-density.md | Hero assets |
| Trim sheets | references/trim-sheets.md | Modular kits |
还没有评价。欢迎分享你的使用感受。
无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。
还没有评论。来写第一条吧。
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
中文简介正在准备中。当前显示原文说明。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
中文简介正在准备中。当前显示原文说明。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
中文简介正在准备中。当前显示原文说明。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
中文简介正在准备中。当前显示原文说明。
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
中文简介正在准备中。当前显示原文说明。